Magic Bridge part 1 || Houdini Tutorial

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  • Опубліковано 6 лип 2024
  • In this video you will see how to create a magical effect that forms a bridge.
    This is will be a 2 part series, part 1 is about the Houdini setup and part 2 will be about setting it up into Unreal Engine.
    You will learn here how to take a bridge object of a scene in Unreal and open this is Houdini. Once in Houdini we can start to create the logic for the simulation.
    First up will be preparing the bridge model, this includes closing the mesh and fracturing the mesh.
    With these fractured piece it can then be used into a RBD simulation.
    Here we will add a variety of forces to create interesting effects.
    Timestamps
    00:00 intro
    00:15 Unreal Scene and Exporting
    01:46 Houdini import scene
    02:22 Split Bridge Geo
    02:45 Prepare for simulation
    05:20 Simulation base
    07:38 Adding interesting Forces
    15:49 Control activation
    17:17 Unwrap fractured pieces
    20:25 Outro

КОМЕНТАРІ • 16

  • @skatehansen
    @skatehansen 2 роки тому

    Thank u so much for these tutorials ! You've teached me about 80% of what I know in Houdini,after switching from Max a year ago.

  • @Emeteriowallace
    @Emeteriowallace Рік тому

    Hi Simon, I hope you are doing great. Thanks a lot for your tutorials, they are my favourite ones. Best!

  • @dbcontre
    @dbcontre 2 роки тому

    I wish more tutorials were shown like this! lots of cool tips Simon!!

  • @benchristensen3483
    @benchristensen3483 2 роки тому

    Nice work Simon! Very easy to follow

  • @mkhizeart
    @mkhizeart 2 роки тому

    Wow, just amazing, thank you!

  • @yucaojin8153
    @yucaojin8153 2 роки тому

    very cool

  • @LIMBICNATIONARTIST
    @LIMBICNATIONARTIST 2 роки тому

    Great!

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN Рік тому

    Thx man !

  • @StealthMacaque
    @StealthMacaque 2 роки тому

    Awesome tutorial, really interesting to see how animated textures can be used with simulations. Just a bit curious, was your scene shell created inside houdini? I can't find anyway in unreal how to cap the spherical mask.

    • @simonhoudini5074
      @simonhoudini5074  2 роки тому +1

      Thanks! The shell is a node called sphere mask in unreal materials. Then this is used as opacity to cut out parts of the model outside the sphere. You could also Boolean the models in Houdini or other software

    • @StealthMacaque
      @StealthMacaque 2 роки тому

      @@simonhoudini5074 thanks so much for the reply! And how was the grey mesh which surrounds everything that’s been cut, created? Was this in Houdini or again in unreal?

    • @simonhoudini5074
      @simonhoudini5074  2 роки тому +1

      @@StealthMacaque that was done in Houdini since I already had the scene imported to Houdini.

    • @StealthMacaque
      @StealthMacaque 2 роки тому

      @@simonhoudini5074 Thanks for the reply, I was scratching my head for over an hour trying to workout how to do it in Unreal xD

  • @north6935
    @north6935 8 місяців тому

    Is this just native to the Niagara system in Unreal or is it compatible with Unity's VFX graph also?

  • @narumeia
    @narumeia Рік тому

    How did you get it to separate one by one? Was it by using glue?